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    <div id="projectbrief">A high quality OpenGL text rendering engine for C</div>
    
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   &#160;<span id="projectnumber">0.1</span>
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<a href="shader_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// ----------------------------------------------------------------------------</span>
<a name="l00002"></a>00002 <span class="comment">// OpenGL Anti-Grain Geometry (GL-AGG) - Version 0.1</span>
<a name="l00003"></a>00003 <span class="comment">// A high quality OpenGL rendering engine for C</span>
<a name="l00004"></a>00004 <span class="comment">// Copyright (C) 2012 Nicolas P. Rougier. All rights reserved.</span>
<a name="l00005"></a>00005 <span class="comment">// Contact: Nicolas.Rougier@gmail.com</span>
<a name="l00006"></a>00006 <span class="comment">//          http://code.google.com/p/gl-agg/</span>
<a name="l00007"></a>00007 <span class="comment">//</span>
<a name="l00008"></a>00008 <span class="comment">// Redistribution and use in source and binary forms, with or without</span>
<a name="l00009"></a>00009 <span class="comment">// modification, are permitted provided that the following conditions are met:</span>
<a name="l00010"></a>00010 <span class="comment">//</span>
<a name="l00011"></a>00011 <span class="comment">//  1. Redistributions of source code must retain the above copyright notice,</span>
<a name="l00012"></a>00012 <span class="comment">//     this list of conditions and the following disclaimer.</span>
<a name="l00013"></a>00013 <span class="comment">//</span>
<a name="l00014"></a>00014 <span class="comment">//  2. Redistributions in binary form must reproduce the above copyright</span>
<a name="l00015"></a>00015 <span class="comment">//     notice, this list of conditions and the following disclaimer in the</span>
<a name="l00016"></a>00016 <span class="comment">//     documentation and/or other materials provided with the distribution.</span>
<a name="l00017"></a>00017 <span class="comment">//</span>
<a name="l00018"></a>00018 <span class="comment">// THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER &#39;&#39;AS IS&#39;&#39; AND ANY EXPRESS OR</span>
<a name="l00019"></a>00019 <span class="comment">// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF</span>
<a name="l00020"></a>00020 <span class="comment">// MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO</span>
<a name="l00021"></a>00021 <span class="comment">// EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,</span>
<a name="l00022"></a>00022 <span class="comment">// INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES</span>
<a name="l00023"></a>00023 <span class="comment">// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;</span>
<a name="l00024"></a>00024 <span class="comment">// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND</span>
<a name="l00025"></a>00025 <span class="comment">// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00026"></a>00026 <span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF</span>
<a name="l00027"></a>00027 <span class="comment">// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00028"></a>00028 <span class="comment">//</span>
<a name="l00029"></a>00029 <span class="comment">// The views and conclusions contained in the software and documentation are</span>
<a name="l00030"></a>00030 <span class="comment">// those of the authors and should not be interpreted as representing official</span>
<a name="l00031"></a>00031 <span class="comment">// policies, either expressed or implied, of Nicolas P. Rougier.</span>
<a name="l00032"></a>00032 <span class="comment">// ----------------------------------------------------------------------------</span>
<a name="l00033"></a>00033 <span class="preprocessor">#ifndef __SHADER_H__</span>
<a name="l00034"></a>00034 <span class="preprocessor"></span><span class="preprocessor">#define __SHADER_H__</span>
<a name="l00035"></a>00035 <span class="preprocessor"></span>
<a name="l00036"></a>00036 <span class="preprocessor">#ifdef __cplusplus</span>
<a name="l00037"></a>00037 <span class="preprocessor"></span><span class="keyword">extern</span> <span class="stringliteral">&quot;C&quot;</span> {
<a name="l00038"></a>00038 <span class="preprocessor">#endif</span>
<a name="l00039"></a>00039 <span class="preprocessor"></span>
<a name="l00071"></a>00071   <span class="keywordtype">char</span> *
<a name="l00072"></a>00072   <a class="code" href="group__shader.html#gafd3634ef9834731b71aa9036dc05acdd" title="Read a fragment or vertex shader from a file.">shader_read</a>( <span class="keyword">const</span> <span class="keywordtype">char</span> *filename );
<a name="l00073"></a>00073 
<a name="l00074"></a>00074 
<a name="l00084"></a>00084   GLuint
<a name="l00085"></a>00085   <a class="code" href="group__shader.html#gab9073cdf599b2fd64f1214eec117b56f" title="Compile a shader from a text buffer.">shader_compile</a>( <span class="keyword">const</span> <span class="keywordtype">char</span>* source,
<a name="l00086"></a>00086                   <span class="keyword">const</span> GLenum type );
<a name="l00087"></a>00087 
<a name="l00088"></a>00088 
<a name="l00098"></a>00098   GLuint
<a name="l00099"></a>00099   <a class="code" href="group__shader.html#ga2b7a0078428da8b7fd08b17b498de7f3" title="Load a vertex and fragment shader sources and build program.">shader_load</a>( <span class="keyword">const</span> <span class="keywordtype">char</span> * vert_filename,
<a name="l00100"></a>00100                <span class="keyword">const</span> <span class="keywordtype">char</span> * frag_filename );
<a name="l00101"></a>00101 
<a name="l00104"></a>00104 <span class="preprocessor">#ifdef __cplusplus</span>
<a name="l00105"></a>00105 <span class="preprocessor"></span>}
<a name="l00106"></a>00106 <span class="preprocessor">#endif</span>
<a name="l00107"></a>00107 <span class="preprocessor"></span>
<a name="l00108"></a>00108 <span class="preprocessor">#endif // __SHADER_H__</span>
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